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# Mythic Alchemy

#### by Mark D F Shirley

The copyright of this article remains with the original author. Articles may be copied or distributed freely for personal non-profit use, provided that the author is properly credited.

Editor's note: Since first writing these rules a couple of years ago, the author wishes to distance himself from this work. He feels that the rules are overly powerful and overly formulaic. Nevertheless, some may find this of interest. Use at your discretion.

## Nota Bene

I do not believe that this account of alchemy is entirely within the paradigm for 13th century Europe. It is a mock-up of actual alchemical thought, but hailing from much later in history. However, it is not totally unreasonable that the forerunner of 16th century alchemy could not have been present at the time-period covered by Ars Magica.

Most of the game system was adapted from "The Compleat Alchemist" by Pandevelopment, a production of Wizards of the Coast meant to be used for any game systems. This extension of those rules is not intended to be a challenge to the Copyright of that book, but all new material on this page is copyrighted by Mark Shirley.

## The Alchemist

Alchemy is the "raising of vibrations", that is the activation of the mystical properties of mundane substances through the use of "rare earths". These rare earths focus the alchemist's Will acting as a catalyst, unleashing the fluid vis resident in all things.

Alchemists have the Gift, but once alchemical training has commenced, Hermetic magic cannot be then learnt. Likewise Magi cannot learn true alchemy - that practised by some members of the Order (most notably Verditii) is an abased form which merely assists in the creation of potions. However, alchemical compounds are magical, and are treated like invested items for all purposes (such as Magic Resistance).

Alchemists consider themselves to be "brothers" to the Magi of Hermes, as they claim that Alchemy was the invention of Hermes Himself. They are integrated into the Guild system of Medieval Europe, although often practice their craft in secret. Paracelsus is a figurehead of alchemical research, and is a founder, so to speak, of alchemical brotherhoods. If an Alchemist ever entered the Order of Hermes though, he would be seen as a traitor to his Guild, and would find it very hard to find books of formulae and specialised ingredients he requires to continue his art.

## Alchemical Teaching

There are two "circulations" of alchemy, the lesser circulation which deals with organic matter, and the greater circulation which affects inorganic matter.

Three mystical substances are worked with in alchemy, as are three Kingdoms (animal, vegetable and mineral).

1. Each Kingdom has a Mercury (Note: not the same as quicksilver), and this is the equivalent of what Magi call Fluid vis. It is the Mercury which is "circulated", which raises the magical properties from mundane substances. All three Mercuries are derived from the same original source, but manifest under different vibrations in each realm.
2. The Salt (not the same as sea-salt) is unique to each manifestation of the Mercury within a Kingdom - For example, there is one Vegetable Mercury, but salts for Oak, Poppy, Seaweed, etc. The process of alchemy is to free the Mercury from the Salt.
3. The third Substance is Sulphur (not the same as brimstone). Sulphur is normally found in its oily form adhering to the Mercury. It is separated from the Mercury only in the Greater Works, where a pure Essence (That is, Mercury without Sulphur) is required.

There are nine Vibrations which interact with the three substances to form the material world, and hence the three Kingdoms. The vibrations are not fully understood until the Greater Works are accomplished, but they are base, primal manifestations of the world. A purified Mercury under the influence of a Vibration (called an Essence) is what Hermetic Magi term Vis, and is highly prized by the competent alchemist. Any number of vibrations can affect an Essence, thus the variety of this mystical substance is great. The more vibrations, however, the more mundane the object is. Primary Essence is affected by only one Vibration, and so comes in nine forms. It is the most powerful of the Essences. Secondary Essence resonates to two Vibrations and there are thus 81 different types. Very few alchemists care about the 729 Tertiary Essences or any lower Essences because they are too impure, and therefore worthless. In all there are reckoned to be 435,848,049 Essences, a nine-digit number with reduces via numerology to the number 9 - a highly mystical number. There are believed to be only 435,848,049 different substances in the whole of Creation. Lists are being made...

## Alchemical Methods

### Procedures

The alchemist must be well versed in many procedures and crafts required for the creation of his concoctions. Many of these skills he must master himself, for they are an integral part of the creation process. Procedures are treated as abilities somewhat akin to Crafts.

Level | Procedure | Attribute I | Basic Procedures: weighing, powdering, mixing, simple heating | (Dex)
II | Heating Procedures: calcination, subjecting to the Alchemists Fire, sublimation, gasification | (Int)
III | Founding Procedures: smelting, casting | (Str)
IV | Metalworking (whitesmithing): drawing, beating | (Dex)
| Glassworking: glassbowing, polishing | (Dex)
| Woodworking: carving, carpentry | (Dex)
| Clayworking: pottery, firing | (Dex)
| Gemworking: gemcutting, polishing | (Dex)
V | Vintners Procedures: distillation, fermentation | (Int)

They are graded according to when in his career an alchemist will need a particular skill - at Alchemy rating of 1, must know the level I procedures. By Alchemy 3, level II procedures are required. For Alchemy 4 Level III procedures must be known, as well as one or more of the level IV procedures. Metalworking and Gemworking (both level IV prodecures) must be known by the time Alchemy 5 is reached, and The level V procedures are needed for Alchemy 6 and higher processes.

### Isolation of Rare Earths

To an alchemist, the most precious and important of all substances are known as rare earths. These are substances that focus the alchemist's will, unleashing the power resident in the Mercury. Rare Earths consist of elemental substances such as antimony, cinnabar, pitchblende and various salts and metal oxides. They also contain trace amounts of all the elements, and can be found in small quantities in all types of soil and sand. While most people cannot distinguish rare earths from fine soil, an alchemist with the correct ability (Isolate Rare Earths) will easily be able to isolate a number of drams equal to half the score of the ability in a week, or 3 times the skill in a month - this is tiring repetetive work which requires great concentration.

### Finding Ingredients

An alchemist must spend a certain amount of time hunting for the ingredients he needs. Rich alchemists can often buy many of these supplies in large cities, but this is not always reliable. One must be in the correct terrain and the correct time of year for many of the ingredients required (discovered though successful Int + Appropriate Lore). Once these two factors are determined, make a Per + Search roll, each roll occupying a day. The EF depends on the rarity of the ingredient, and for each 5 full points over this ease factor, the equivalent of 1 dried ounce of the ingredient is collected. Of course, one is not always certain what one will need, so general collection is also recommended. An alchemist typically has chests/bottles/jars of ingredients, each labelled along the lines of "Plants collected in the Gladden woods in the Spring of 1220AD". When the alchemist discovers that he needs a certain ingredient that grows in woods during Spring he can go to that chest and look for it. There is a 60% chance that 1-10 ounces of any given common ingredient will be present, and a 10% chance that 1-5 ounces of any rare ingredient will be present. Once an ingredient has been determined to be present, then it should be noted down as being so. Each such collection takes a month of collecting to create, and must be refreshed by another 2 weeks of work every year or the percentage chance of finding ingredients is reduced by 10% / 2% respectively per year of neglect - the ingredients are used up, lose their potency, go off etc.

Gemstones must nearly always be purchased from a Lapidiarist in a large city.

### Researching Processes

To create a substance an alchemist must first come up with a formula. Alchemists are jealous with their secrets, and are not generally willing to give (or sell) their formulas to others. By taking basic examples from the books that an alchemist was given by his master, and a few weeks experimenting in the laboratory, an alchemist can invent a formula that has the effect he desires. This is an Int + Alchemy roll. The alchemist must accumulate points at a rate of one roll per week of study until a total of 2x(Procedure Ease factor of required process + Difficulty of process) is reached (see accompanying table). This is a stress roll, a botch indicates that the task is forever beyond the alchemists knowledge.

#### New Procedures

Alchemists have a set of stock formulae passed down to them in texts. These are given in the rules below. However, it is also possible for an alchemist to create new processes. These are researched in the same way as set formulae, but take twice as long. The SG should determine what goes into their make-up. The research takes twice as long as normal, and the alchemist must experiment when performing the process (see experimentation rules, below). In addition, the Procedure Ease Factors are increased by 2.

### Studying Alchemy

Alchemy can be studied like Magic Theory can; the alchemist spends a season locked up in the laboratory experimenting wth compounds in an attempt to learn more about the way that alchemical substances work. Most of the time an alchemist is studying for the next stage of alchemy - for instance, an alchemist with a skill of 4 will spend time experimenting with attempting to raise the vibrations of gemstones as groundwork for creating a talisman. The process takes a season, and the following total is computed: Stress die + Int + Alchemy + (3 x No. of Livres spent). The result determines the number of experience points earned for Alchemy (if the total is twice one's current skill, earn 2 exp, etc); with the restriction that one can earn no more experience points than half one's Alchemy skill (Alchemy is a complicated process, restricting one advancing too fast). The money is spent on ingredients and equipment that are consumed in the experimentation - A rich alchemist can afford better ingredients, and thus potentially learn more.

### Creating Alchemical Substances

Each process has a Difficulty, a Level, a Procedure Ease factor and a Chance of explosion.

- The Difficulty is the minimum alchemy skill required to attempt processes of that type.
- The Level is the value that the Lab Total must equal or exceed for the process to be a success; points equal to the Lab Total being accumulated each season until the process is finished.
  The Lab Total is: Int + (5 x Alchemy) + Concentration
- The Procedure Ease factor is the roll that must be achieved for each procedure required in the process. One roll per procedure is made for the entire process, no matter how many seasons it takes, but add the number of seasons over the first to this Ease Factor. These simple rolls are done on the appropriate Attribute + Ability. A success incurs no additional risk. A failure within a number of points equal to ones skill in that procedure incurs an additional risk to the process due to shoddy lab work, but may still work without fault - add the number of points that the roll was missed by to the Chance of Explosion. If catastrophe does not result, the substance works as intended but there is something wrong with it - it tastes foul, or hasn't congealed properly, or something similar. Failure outside this limit means that the procedure will fail AND the number of points that the roll was missed by is added to the chance of explosion.
  The player of the alchemist character is not aware of the result of these rolls. One per season he can review his work to check for mistakes - roll Per + Alchemy against an Ease Factor equal to (# procedures + base procedure Ease Factor). Success indicates that the current status can be assessed, failures can be spotted early and the final risk of explosion can be determined with a reasonable degree of accuracy, giving the option to abort the process to save wasting valuable time. Immediatly roll for explosion at a reduced chance proportional to how far through the process that the alchemist is.
- Finally, there is a risk of explosion once the work is finished, even if it was completely successful. Alchemy is a tricky business, and many alchemists are killed by their own creations. The number indicated in this column on the table is the bonus to a simple roll. Add the difference of any failed procedure roll, and subtract the alchemists dexterity. if the result is 15 or more, an explosion has occured - see the Explosion table. As an option, there may not be an actual explosion, but instead a fatal flaw has been introduced to the process - the potion has curdled and is poison, for example. This roll should be made in secret by the SG if this option is used.

Note that Alchemy is a constructive process, each step dependent on the previous one. One must create at least one of each Process before it is possible to move on to the next level of Alchemy. Some levels have more of a restriction than this, for example, one must create four Talismans before attempting an Elixir.

### Experimentation

Alchemists can experiment, just like their Hermetic counterparts. This works in the same way as for Magi: a simple die is added to the lab total, and a roll on the Extraordinary Effects table is made. Additional risk can also be taken, but this is dangerous - add the Risk factor to the Chance of Explosion.

## Process Table

Difficulty | Process | Level | Procedure Ease Factor | Chance of Explosion 1 | Concoctions/tinctures | 5 | 6 | none
| (rare) | 10 | 7 | none
2 | Toxic Powders/Salts | 10 | 7 | +1
| (rare) | 15 | 8 | +1
3 | Impure Essences | 15 | 8 | +1
| Venoms | 20 | 9 | +2
4 | Devices | 20 | 9 | +2
5 | Talismans | 25 | 10 | +2
6 | Elixers/potions | 30 | 10 | +5
7 | Dusts | 35 | 11 | +7
8 | Solvents | 40 | 11 | +8
9 | Gases | 45 | 12 | +10
10 | Essences | 50 | 12 | +10
11 | Constructs | 55 | 13 | +3
12 | Homunculi | 60 | 13 | +10
13 | Advanced Essences | 65 | 14 | +7
| Advanced Operations | 70 | 14 | +7
14 | Philosopher's Stone | 75 | 15 | +10

Adjustments to Lab total required:

- +5 per dose desired - with a limit of 1 dose per 2 levels of Alchemy. Can only ever get 1 device / talisman / construct / homunculus etc. at a time. It is necessary to use scaled-up amounts of ingredients for extra doses: To get 2 doses, you need 2x the ingredients.
- +X (where X <= Alchemy) to make the substance's effect stronger against magic resistance - use adjusted level for penetration purposes. This involves the use of an extra 2 drams of rare earths.
- +(varies) if using a substitution instead of the exact ingredient required.

## Explosions Table

Quality die | Effect 2-5 | Minor explosion. No-one is injured, only 2-20 shillings of damage is done. The lab may still be used, but the process is ruined.
6-8 | Explosion. Anyone within 20 paces of the operation will suffer +5 damage. 20-200 shillings of damage is done, 1 week is needed to repair the lab. The operation in progress in ruined. All compounds have only a 30% chance of survival.
9-12 | Major explosion. Anyone within 40 paces suffers +10 damage, double if solvents were being made. The lab itself will take 200-250s worth of damage and take 2-5 weeks to repair. The operation is ruined, and all other stored compounds have only a 10% chance of survival.
14+ | Catastrophic explosion. Anyone within 100 paces will suffer +20 damage. Double this figure if solvents are involved. The alchemists furnace has been destroyed along with 300-800s worth of other equipment. The lab suffers structural damage.

Note that armour does not normally affect soak rolls from explosions. If an event other than an explosion is chosen by the SG, a quality die is still rolled and an effect of appropriate magnitude is devised.

## Concoctions

Concoctions are part of the Lesser Circulation. They are infusions of Sulphur and Mercury, having removed the impure Salt.

They are either liquids or ointments. Residual Salts in a concoction cause minor side-effects: eg. Tincture of peppermint might produce a strong smell for several days.

Materials: All concoctions begin with one fluid ounce of pure water and one dram of rare earths.

Procedures: Weighing, Powdering, Mixing

Concoctions last 5-10 rounds, except for cures, whose effects are permanent.

Cures will promote recovery from a disease. If the disease is the result of magic, they have no effect, unless the spell is of Instant Duration, and magic is not maintaining the disease. If the disease is "natural" (i.e. due to submundanes) then add 5 to any attempts to cure the disease (usually adds to the wound recovery roll). If the disease is caused by direct possession by an Infernal spirit, then that spirit suffers a -3 to all escape rolls.

They can be addictive to the user if taken too frequently - for every time the same concoction is taken after the first, one must make a Stm roll of (5 + #concoctions taken). A failure means the loss of a Fatigue level and a point of Stamina until a concoction is received. These effects may wear off after some time without a fix, but the addiction roll EF does not diminish with time.

Unfinished concoctons can have their effects reversed by the addition of contrary vine.

They cannot increase a statistic or skill over 5.

For penetration purposes, Concoctions have a Penetration of Stress die + 5, Rare Concoctions have a Penetration of Stress die +10.

### Common Concoctions

- Tincture of Absinthe: causes temporary amnesia
- Tincture of Hellbore: an anaphrodisiac (Gain Personality Trait "Unpassionate +3")
- Tincture of Jasmine: an aphrodisiac (Gain the Gift of Venus Virtue)
- Tincture of Oak: cures allergies
- Tincture of Agrimony: reduces sanguine humor, cures blood diseases
- Tincture of Anemone: cures eye diseases
- Tincture of Peony: reduces phlegm, cures insanity
- Tincture of Angelica: promotes phlegm, cures lung diseases
- Tincture of Sage: cures nervous disorders
- Tincture of Asparagus: cures paralysis
- Tincture of Peppermint: promotes choler, cures stomach diseases
- Tincture of Cloves: cures tooth diseases
- Tincture of Purslane: reveals Glamour (Grants Faerie Sight 3)
- Tincture of Garlic: guards against possession (Gain +5 to Natural Resistance roll)
- Tincture of Hemlock: bestows lightness on imbiber (Reduce Load by half)
- Tincture of Cinquefoil: encourages friendship (+3 on social skills intent on making friends)
- Tincture of Vervain: enhances skill in combat (+5 to 1st Strike and Attack)
- Tincture of Fern: aids in disguises (+5 to all Disguise rolls)
- Tincture of Mistletoe: aids manual dexterity (+3 to Dex rolls involving nimble fingers)
- Tincture of Saffron: enhances luck (Make all rolls twice, choose best)
- Tincture of Bindweed: binds wounds (Consider Medium Wounds or better as stabilised)
- Tincture of Oaksap: increases personal charisma (Increase Com by 3 points, max 5)
- Tincture of Basil: antidote to many common poisons (Roll die + 4 vs Potency to neutralize)
- Tincture of Mugwort: grants visions of imminent danger (Premonitions 3)
- Tincture of Cypress: guards the mind from confusion (Gain Clear Thinker Virtue)
- Tincture of Borage: bolsters resistance to fear (Gain +3 to Brave Personality Trait)
- Tincture of Laurel: protects against lightning (+10 soak, bolts unlikely to hit)
- Tincture of Aconite: an ointment to repel werewolves (Roll die + 5 vs die + Stm of Werewolf to repel)
- Tincture of Benzion: wards off evil dreams (+15 Magic Resistance vs evil sendings)
- Tincture of Fennel: drives off ghosts (Roll die + 5 vs die + Int of ghost to repel)
- Tincture of Nettle: repels unnatural beasts (Roll die + 3 vs die + Stm of beast to repel)
- Tincture of Garlic Flowers: repels minions of Satan (Roll die + 3 vs die + Stm of demon to repel)
- Tincture of Ash: provides resistance to magic (+10 Magic Resistance)
- Tincture of Rowan: provides resistance to necromancy (+15 Magic Resistance vs malign Corpus spells)
- Tincture of Elderberries: provides resistance to witchcraft (+15 Magic Resistance vs curses, etc.)
- Tincture of Betony: increases strength (+3 Str, max 5)
- Tincture of Sunflowers: causes imbiber to speak only the truth (Int roll of 9+ to lie)

### Rare Concoctions

- Tincture of Prophet-Tree: grants powers of augury (Divination 3)
- Tincture of Spider Plant: enables one to climb (Climb 4)
- Tincture of Cleric's Cowl: a strong antidote to poison (Roll die + 7 vs Potency to neutralize)
- Tincture of Spritebane: drives off the Fey (Roll die + 5 vs Stm of faerie to repel)
- Tincture of Lotus: allows one to sense emotions (Empathy 4)
- Tincture of Snow-Lily: aids healing of frost bite (+7 to Wound recovery)
- Tincture of Fire-Lily: aids healing of burns (+7 to Wound recovery)
- Tincture of Thousand-Seal: grants powerful but ambiguous visions (Visions 4)

## Toxic Powders

Part of the Lesser Circulation, toxic powders are the Activated Salt, still bound to the Mercury.

Materials: All toxic powders begin with one dram of rare earths.

Procedures: Weighing, Powdering, Mixing, Simple Heating

They can be added to food or drink, thrown in breakable vials, dispersed by hand or propelled via blowtubes. If hurled in vials, alchemic powders have a range of (Simple die+Str+Throw)x5 feet. If expelled from a blow tube they have a range of 10 feet.

Many deal with Fey herbs, and so may be unpredictable in their effects. The SG must judge this; if nothing more, the compounds may be hard to collect.

The effects of Toxic Powders last 2-20 rounds (roll 2 simple dice and add). Poisons have permanent effects.

### Common Toxic Powders

- Salt of Lime: causes blindness (Stm roll of 7+ to avoid)
- Salt of Nightshade: causes vivid hallucinations (Int roll of 7+ to clear head)
- Salt of Charcoal: explodes upon contact with air (+10 damage)
- Salt of Monkshood: a moderate incapacitating poison (+15 damage, if the imbiber gets a good dose)
- Salt of Cyclamen: causes severe nausea (Stm roll of 7+ to avoid)
- Salt of Liverwort: causes paralysis (Stm roll of 7+ to avoid)
- Salt of Camoline: causes deep slumber (Stm roll of 6+ to avoid)
- Salt of Earthsmoke: creates smoke on contact with air (10 cu.ft.)
- Salt of Pepper: causes incapacitation by sneezing (Stm roll of 7+ to avoid)
- Salt of Yellow Meliot: causes severe dizziness (Stm roll of 7+ to avoid)

### Rare Toxic Powders

- Salt of Contrary Vine: reverses normal behaviour (Reverse sign of all Personality Traits)
- Salt of Black Mushroom: causes insanity (Imbiber acts irrationally and out of character)
- Salt of Elderberry: causes a hideous disease (Stm roll of 7+ each day for 1 week. Each failed roll means a loss of a Fatigue level (treat Unconscious as Incapacitated), each 2 failed rolls = -1 Prs)
- Salt of Skullcap: a fearful poison (Potency 25)

## Compounds

Part of the Lesser Circulation, compounds are the impurely obtained Essences, derived by partially removing the Sulphur. They are more complex than the simple enhancement of the natural magic of herbs found in the creation of concoctions, and are often multi-step processes combining a number of effects. The effects of compounds can last for up to a day.

Materials: All compounds begin with one dram of Rare earths

Procedures: Weighing, Mixing, Simple Heating. Essence of Jasmine also requires Subjecting to the Alchemists Fire.

Venoms come under this category as well, Essences that have been concentrated to a sticky state whilst still retaining the natural venom of the animal of origin. Venoms are the first part of the second stage of the Lesser Circulation, involving Organic matter of Animal nature.

1 dose is sufficient to coat either:

- half of a 2H sword
- 6 spearheads
- a 2H axe
- 3 daggers
- 1 standard sword
- 12 arrows/quarrels
- 2 hand axes

The venom must be applied within 1 min of being used, and is only effective for up to 2 hits (only one for 80% of the time).

### Common Compounds

- Essence of Resin ("Alchemists Glue"): bonds with strength 12
- Essence of Jasmine: an aphrodisiac perfume (Gain Gift of Venus Virtue until Sunrise)
- Essence of Fern: an invisible ink
- Essence of Milkwort ("Oil of Slipperiness"): (Dex roll of 6+ to stand, +3 botch dice on all actions involving movement)
- Essence of Arnica ("Salve of Sharpening"): (Applied to edged weapons; doubles damage, then corrodes blade)

### Venoms

- Essence of Liverwort: causes paralysis (Potency 25, quick)
- Essence of Scorpion: a slow and painful venom (Potency 10 every hour)
- Essence of Serpent: a quick and painful venom (Potency 15 every minute)
- Essence of Spider: a moderate venom (Potency 20)
- Essence of Dwale: instant and deadly (Potency 30)

## Devices

This is the first step into the Greater Circulation; that is, the raising of vibrations in Inorganic substances. At this stage it is a very impure and inexact science, and so an alchemist is always considered to be experimenting when creating devices unless they have already mastered the Greater Circulation (level 7).

Materials:Jeweler's tools and molds, glass-working equipment. Rest varies according to device.

Procedures:Weighing, Smelting, Casting, Glassworking, Metalworking, Polishing

All devices are designed to enhance the natural properties of the non-magical item.

- Alchemist's Lens: Requires 1 oz each of silica, potash, lime, lead and 1 dram of rare earths. Enhances fine detail, requires 1 min of scrutiny per 10 sq.ft. (Search 5)
- Alchemist's Prism: Requires 1 oz each of silica, potash, lime, lead and 1 dram of rare earths. Pierces illusion, requires 1 min of scrutiny (Faerie Sight 5)
- Alchemist's Lock: Requires a minimum of 2 oz of iron, and a carat of powered turquoise. Very hard to pick (EF for such a task is 18).
- Alchemist's Divining Rod: Requires 1 oz each of lead, mercury, iron, copper, silver, gold and platinum, 2 oz of sulphur, 2 oz of lodestone, 1 dram of rare earths and 1 carat of pearl. Also requires 2 oz of the material to be detected. Can be designed to detect any single substance (Roll die + 7 against EF to find)
- Alchemist's Key: Requires 1 oz of strong metal, 1 oz of silver, 1 dram of rare earths and 1 carat of onyx. Can open most doors (Pick Locks 7)
- Alchemist's Torch: Requires 1 oz of silica, potash, lime and lead, 1 dram of rare earths, 1 oz toadstools, 2 dozen fireflies. Produces phosphorescent light. (Normal sight within 5 paces, poor sight in 15 paces)

## Talismans

As part of the Greater Circulation, the creation of talismans is a fundamental process. It is the raising of the Vibrations in a gemstone so that it radiates its natural magic due to sympathetic resonance with the metallic base which it is set in. The effects last 10 mins and can be used but once a day. Each is specifically attuned to a single user, and will not work for any other. An alchemist must complete at least four talismans before he can proceed to a higher level of Alchemy.

Materials: All talismans use a base of 1 oz each of gold, silver and platinum, 5 ounces of the specified metal, 1 dram of rare earths and a five carat gem of the type specified

Procedures: Weighing, Powdering, Mixing, Calcination, Smelting, Casting, Wire-drawing, Polishing

Many Talisman effects are given Hermetic spell equivalents - this is to give an approximation of power. For instance, to lie successfully to someone with an Agate Talisman requires a Com + Guile roll of 18+, but it does not create clouds of mist, like in the spell "Frosty Breath of the Spoken Lie".

The Talismans are split into planetary correspondences. Alchemists believe that it may be detrimental to have two talismans of different planets active at any one time, as their vibrations may interact. The first time it happens, for example, reduce the potency of both effects by half. Further multiple activations have a knock-on effect - what happens is up to the SG.

- Talismans of Mercury (set in quicksilver/platinum amalgam)
  - Sapphire: allows simple levitation (ReCo 10, Rise of the Feathery Body)
  - Aquamarine: increase speed of reaction (Rolls involving Qik recieve +2)
  - Catseye: increases knowledge rolls (Add 2 to all such Int rolls)
  - Stauralite: ensures friendly reception (Increase social rolls by 4)
  - Topaz: prevents control by another (+25 Magic Resistance vs ReCo and ReMe)
- Talismans of Jupiter (set in tin)
  - Amethyst: instill loyalty (Those under command get Loyalty +3)
  - Opal: prevents fear (+25 Magic Resistance to magic producing fear, +2 to Brave rolls)
  - Jade: neutralizes poison (Die +15, must beat Potency, reduces it if it doesn't exceed)
- Talismans of Venus (set in copper)
  - Emerald: protection from hostile magic (+20 Magic Resistance)
  - Malachite: grants ability to breathe water (MuCo/Aq 10, Lungs of the Fish)
  - Agate: wearer can percieve lies (InMe 20, Frosty Breath of the Spoken Lie)
- Talismans of Saturn (set in lead)
  - Onyx: allows one to disappear from sight (PeIm 15, Invisibility of the Standing Wizard)
  - Garnet: enables one to think clearly (Grants Common Sense and Clear Thinker Virtues)
  - Turquoise: flesh becomes as stone (MuCo 20, +7 Soak)
- Talismans of the Sun (set in gold)
  - Diamond: wearer can see invisible things (InIm 15, Discern the Images of Truth and Falsehood)
  - Amber: enhances healing (+10 to Wound Recovery rolls)
  - Sunstone: gives luck (Influence any die roll made by 1-3 points either way)
- Talismans of the Moon (set in silver)
  - Pearl: gives one persuasive tones to the religious (+5 to social rolls when talking to the pious)
  - Moonstone: gives help when most needed (Ambiguous, under control of SG)
- Talismans of Mars (set in iron)
  - Ruby: gives resistance to fire (ReIg 20, +10 soak vs Fire)
  - Peridot: gives strength (+2 to rolls requiring Str)

## Elixirs

A partially worked and treated gemstone forms the base of an elixir. It is then augmented with Alchemic solution and elements from the Lesser Circulation (primarily animal in nature) to create a liquid of potent effect.

Materials: All elixirs start with a fluid base called Alchemic Solution. This consists of 1 carat each of twelve gemstones, 1 dram of rare earths and 1fl oz of pure water. (*)

Procedures: Creating Alchemic Solution: Weighing, Powdering, Mixing, Subjecting to the Alchemists Fire. Preparing ingredients: Weighing, Calcination, Mixing. Combining alchemic solution and ingredients: Subjecting to the Alchemist's Fire, Distillation, Fermentation

Elixirs work through the Law of Similarity. The effects last for 30-60 mins. If magic tries to counter the effects of dusts, make an opoosed roll of the level of effect of the dust versus the level of the spell+10.

(*) An alchemist can spend a season making just alchemic solution (it is the base for many other future procedures). This involves only the processes for creating the base, and so it is possible for the alchemist to make many more doses in a season, if he can afford the ingredients. Thus he can produce a maximum of 1 dose per level of alchemy skill. Difficulty 6; Level 20; Procedure Ease Factor 10; Chance of Explosion +4

- Elixir of Tithonius: 6 carats green turquoise, cicada and the horn of a hart Royal. Causes unnatual aging. (PeCo 25, Bane of the Decrepit Body)
- Elixir of Philemon: 6 carats emerald, a toadstone and love-in-idleness. Brings another under willing control. (ReMe 25, Beguile the Mortal Mind)
- Elixir of Melampus: 12 oz tin and the bladder from a serpents brain. Gives control over animals. (ReAn 25, Mastering the Unruly Beast)
- Elixir of Heracles: 6 carats ruby, sinews of aurochs and spleen of bear. Gives unnatural strength. (ReCo 30, +4 to Str, can be raised above 5)
- Elixir of Pan: 6 carats amethyst, a goats liver and mountainjoy. Allows the manipulation of emotions. (MuMe 25, Taint of the Wizard's Mind)
- Elixir of Daedalus: 6 carats sapphire, pinions of an eagle and ergot. Gives the power of flight. (ReCo 25, The Travelling Thistledown)
- Elixir of Argus: 6 carats diamond, eyes from a hawk and mountain spring water. Gives extra-ordinary sight. (MuCo 25, Eyes of the Raptor (like Eyes of the Owl and Hawk))
- Elixir of Boreas: 6 carats moonstone, snow lily and ptarmagin feet. Gives resistance to cold. (CrIg/Co 20, drives off all effects of cold)
- Elixir of Etus: 6 carats ruby and salamander skin. Gives resistance to heat. (ReIg 25, Ward against Heat and Flames)
- Elixir of Janus: 6 carats opal and mongoose bristles. Gives immunity to poisons. (PeAn/He/Co 20, Alleviate the Serpent's Bite)
- Elixir of Odysseus: 6 carats onyx, fern seed and moly flower. Grants invisibility. (PeIm 25, Veil of Invisibility, must concentrate to maintain invisible state)
- Elixir of Chiron: 6 carats jade, slough of a snake and five-finger grass. Heals wounds. (CrCo 25, Speed the Wound's Healing. Halve wound recovery times)
- Elixir of Tyche: 12 oz lead, stars-eye and earthstar. Gives resistance to Magic. (ReVi 25, +25 Magic Resistance, +15 if one already has Magic Resistance from anther source)
- Elixir of Orpheus: 6 carats amethyst, heart of a swan and sleepwort Calms the hearts of all. (PeMe 20, Calm the Motion of the Heart)
- Elixir of Atalanta: 6 carats sapphire, feet of a hare and oil from swallow skin. Gives supernatural speed. (ReCo 25, Swiftness of Artemis)
- Elixir of Amphitrite: 6 carats malachite and the lungs of a seal. Allows water breathing and movement. (ReAq 15 Freedom Within the Waves and MuCo/Aq 10 Lungs of the Fish)

## Dusts

Dusts, like elixirs, straddle the Greater and Lesser Circulations, combining both organic and inorganic processes.

Materials: All alchemic dusts begin with a base of 5 drams of rare earths, 4 oz of sulphur and 2 oz each of silver, gold and platinum, powdered.

Procedures: Creating base: calcination, powdering, weighing, mixing, subjecting to the alchemist's fire. Preparing ingredients: weighing, calcination, powdering. Combining base and ingredients: mixing, subjecting to the alchemist's fire.

Like Toxic Powders, Dusts can be added to food or drink or dispersed throughout an area. Unlike Toxic Powders, dusts require a complex base and more mental control, which is used to concentrate the properties of the various ingredients and make the dusts more potent. Many of the effects are produced due to the Law of Similarity.

The duration of the effects of Dusts is generally an hour, unless noted differently below. The completed mixture must be stored in an airtight vial or cannister. If hurled in vials, alchemic dusts have a range of (Simple die+Str+Throw)x5 feet. If expelled from a blow tube they have a range of 20 feet. If magic tries to counter the effects of dusts, make an opposed roll of the level of effect of the dust versus the level of the spell+10.

Explosions while creating a dust will spead the dust over the area of the explosion as well as the usual effects. Reduce the effect's potency due to the dispersal of the dust.

- Dust of Bartimaeus' Sight
  4 drams of anemone, 4 oz mercury, 2 fl oz choler from a blind man
  (causes temporary blindness if a Stm roll of 10+ is failed. A botch indicates permanent sightlessness)
- Dust of Mnemosyne's Desertion
  6 drams absinthe, 1 carat black pearl, 4 carats flawed emerald, hair from an adulterer
  (Causes a temporary but complete loss of memory on a failed Int roll of 10+, with a botch indicating permanence)
- Dust of Passion's Confusion
  3 carat amethyst, 3 oz mercury, 2 drams phlegm from a senile man, 1 dram threads from the clothes of a star-crossed woman
  (Victims who do not resist [Int roll of 10+] will become extremely confused and disorientated, and must succeed an Int roll to make a decision or do any deliberate action. The effect lasts for 3 rounds per point that the resistance roll was failed by.)
- Dust of Eris' Breath
  3 drams contrary vine, 3 oz mercury, 3 carat amethyst, 1 dram of hair each from a scolding wife and a harlot
  (Victims who do not make an Int roll of 10+ behave in all practical respects the exact opposite of the way they would normally; all beliefs, personality traits, prefences, etc.)
- Dust of Adam's Dominion
  5 oz tin, 1 oz gold from a noble's crown, 3 carats amethyst, 8 oz each of blood and bones from any creature.
  (When added to fine wine and consumed, the imbiber gains the ability to control upto 6 creatures of the type that the blood and bones came from. Controlled creatures will follow all of the consumer's commands until the dust wears off. Note that a formula will allow one to control a particular group of creatures - Research into a canine Dust of this type will allow control of, for example, either domestic hounds or wolves, depending on where the blood came from, but to control a cat, a feline formula must be invented. This dust can be invented for children, adult men, adult women or old people (all separate formulae))
- Dust of Eros' Kiss
  4 oz jasmine, 3 carats amethyst, 1 oz of hair, threads from clothing or similar from intended object of desire.
  (The recipient of the Dust must make an Int roll of 10+ or feel strong desire for the being whose personal effects were used in the mixture. The desire persists until fulfilled or cured.)
- Dust of Pluto's Helm
  6 carats onyx, 4 drams rare earths, 3 oz soil from a cave that has never seen any light, 2 oz lead, 1 dram dust from a bishop's coffers.
  (Objects or persons sprinkled with the dust become invisible and inaudible for the duration of the effect, unless the dust is washed off prematurely)
- Dust of The Sun's Heat
  2 drams extra rare earths, 2 oz powdered mercury, 2 carats malachite, 4 oz sand from a desert.
  (Permanently evaporates up to 1,000 cu ft of fresh or salt water, or dries up 10,000 sq ft of swamp or marshland.)
- Dust of the Lightened Load
  2 carats sapphire, the thews of a cart horse, 4 oz of the shoulder bone of an ox, the pin-feather of an eagle, all the hair from the body of a strong man.
  (Reduces the weight of any non-living object by a half, for 24 hrs)
- Dust of the Devil's Sight
  6 drams nightshade, 1 dram ergot, 3 carat flawed amethyst, 3 oz mercury
  (Victims must resist [Int roll of 10+] or experience hallucinations of frightening intensity for the duration, which is 5 minute per point that the resistance roll was failed by. Combat and spell casting is impossible to control, and if restrained, there is a chance each minute that the victim will go permanently insane [roll stress die each minute, on a botch, this occurs])
- Dust of Midwinter's Frost
  2 drams extra rare earths, 2 carat malachite, 2 carat moonstone, 8 oz virgin snow from a mountain, harvested at Midwinter
  (Freezes 1,000 cu ft of either salt or fresh water. Ineffective against other liquids)
- Dust of Robigus' Caress
  1 dram of destroying angel (a mushroom), 1 dram of ergot, 6 drams of mercury
  (This dust causes the victim to go mad. The madness is a destructive one, causing vivid hallucinations and wild swings of mood. The victim must make a Stm roll of 10+ to avoid the effect lasting more than a few rounds - if the roll is missed by a number of points greater than the victims intelligence score, then the madness is permanent)
- Dust of the Consumed's Revenge
  6 drams cyclamen, 4 oz lead, the inner organs of a snake, the rotten eggs of a 3 year old hen
  (Victims must resist [Stm roll of 10+] or be incapacitated with nausea for 3 rounds per point that the roll was failed by)
- Dust of Amphion's Lyre
  2 oz of swan feathers, 3 carat amethyst, toenails from a priest, 2 oz copper
  (Victims will become completely non-violent for the duration of the effect. Angry roll of 9+ to resist, persists for 3 rounds per point that the roll was missed by.)
- Dust of Phobos' Touch
  2 leaves from a mandrake, 2 drams of blood from a man about to be executed, 2 carat ruby, 2 carat green turquoise
  (Victims will drop everything they are carrying and run in fear in a random direction, if they fail a Brave roll of 9+. They run for 5 rounds per point that the resistance roll was failed by. If restrained from fleeing, they must make a Stress roll each minute, a botch indicating that they have gone insane from fear - any other result is meaningless.)
- Dust of The Grave's Deathly Grasp
  6 oz of liverwort, 1 carat onyx, threads from a young man's shroud, splinters from an old woman's coffin, bones from the corpse of a victim of old age
  (Victims must make a Stm roll of 10+ or be paralysed - incapable of speech and motion. A Chirurgy/Medicine roll is required to determine that the victim is not dead)
- Dust of Deimos' Anger
  1 carat amethyst, 2 carat ruby, 1 dram powdered horn from a 12 year old bull, head feathers of a woodpecker, 2 drams black bile from a murderer
  (Victims will fly into a terrible rage and attack anything that moves, whether friend, enemy or innocent bystander if a Calm roll of 9+ is not made. The recipient of this attention should be randomly determined from those within range)
- Dust of Autolycus' Bane
  4 oz of powdered lead, 4 carats onyx, 3 finger bones from a convicted thief, 1oz contrary vine
  (Hidden objects sprinkled with this dust will remain undetectable, even by magic if the level of effect beats the level+10 of the spell)
- Dust of Morpheus' Shroud
  3 oz fine river sand, 3 drams extra rare earths, 3 oz Sleepwort, 1 oz dust from an abandoned shepherd's pipe
  (The victim must make a Stm roll of 10+ or immediatly fall into a deep unbreakable sleep for 1 hr. There is a 50% chance that the victim will fall into natural sleep after the Dust wears off.)
- Dust of Actaeon's Demise
  2 carat onyx, 4 drams rare earths, 2 drams of common soil, the spoor of a hart, boar, hare and wolf, 4 oz mercury
  (Feet sprinkled with this dust will leave no trail, foiling attempts to track. Even magic will be foiled, if the level of effect beats the spell level+10)
- Dust of The Ibex's Curse
  6 drams yellow melliot, 3 carat amethyst, the hooves of a mountain goat that has died by falling
  (Victims who fail to resist experience severe dizziness for 3 rounds per point that the Stm roll of 10+ was failed by. If the victim doesn't sit down immediately, must make a Dex roll of 12+ or fall over)

## Solvents

Solvents are highly corrosive acids used to dissove various substances. While mastering this skill, alchemists learn the basic natures that unite organic and inorganic substances and how to control the ways in which they interact with each other.

Solvents are not the same as acids - all solvents begin with a base of aqua regia, a mundane acid. Through alchemical processes, the vibrations of this acid are raised through the action of alchemic solution, creating a much more powerful substance.

Materials: All solvents start with a base of 1 fluid ounce of alchemic solution (see elixirs), 8 fluid ounces of aqua regia and 2 ounces of mercury.

Procedures: Creating base: weighing, powdering, mixing, subjecting to the alchemist's fire. Preparing ingredients: weighing, calcination, powdering. Combining base and ingredients: mixing, subjecting to the alchemist's fire.

It is vital that alchemists take care with solvents. They must be stored in the correct containers, and may cause dangerous combinations with other alchemic compounds.

- Standard Acid
  2 extra oz mercury
  This corrosive liquid will do +12 damage to any creature or object except ceramic or glass. Appropriately diluted, it can also act as a disinfectant or be used in controlled procedures such as etching metal. Standard acid can only be contained in specially made glass or ceramic vials
- Organic Solvent
  1 extra dram rare earths, 1 dram of blood each from 10 types of mammal, 10 types of reptile, 10 types of fish, 10 types of amphibian and 10 types of bird, and 1 dram each of any 10 types of fern, 10 types of flower, 10 types of moss, 10 types of pinecone and 10 types of mushroom.
  Also called Universal Solvent Positive, this solvent will do +20 damage to any living organism or dissolve organic matter at a rate of 1 cu ft per minute for 1-4 minutes. Organic solvent can be contained in any glass, ceramic or metal vial, having no effect on inorganic matter.
- Inorganic Solvent
  1 extra dram rare earths, 1 oz each of lead, iron, copper, silver, gold, platinum, obsidian and lodestone, 1 carat each of amethyst, diamond, emerald, opal, pearl, ruby, sapphire and topaz.
  Also called Universal Solvent Negative, this solvent will dissolve any inorganic materials such as stone, metal, glass and so on at a rate of 1 cu ft per minute for 1-4 minutes. It can only be carried in a container made of some organic substance such as bone, leather or wood.
- Universal Solvent
  1 dose each of Inorganic and Organic Solvent
  Alchemists never mix this volatile substance until the moment it is needed because it is incredibly dangerous and difficult to control. Once the solvents are mixed, they remain inert for [Stress Die] seconds while they interact; any type of container can be used during this time. As soon as the solution begins working, it will dissolve anything it touches at the rate of 1 cu ft per second for 6-60 seconds (sum 6 simple dice). Even a small amount of Universal solvent will inflict +30 to +40 on any living creature, while the victim of a full dose will be distintegrated. Once Universal Solvent has been mixed, there is no way to prevent it from having its full effect.

## Gases

While mastering this process, alchemists learn how to use the gasification process to make gases from certain types of alchemic dusts. While these gases have the same effects as the dusts from which they are made, their form allows them to cover a much greater area of effect and seep through such small openings as cracks under doors. Unfortunately for the alchemist, gases are also quite volatile and somewhat dangerous to make.

Gases must be contained in airtight vessels. When released, one dose of gas billows into a cloud with a volume of 100 cu ft. Gases dissipate and lose effectiveness at altitudes above 100', and are dificult to use outdoors where weather coditions may modify their effectiveness.

Materials: One dose of alchemic dust, 1 dose of standard acid

Procedure: Gasification

The following dusts can be made into gases:

- Dust of Bartimaeus' Sight
- Dust of Mnemosyne's Desertion
- Dust of Passion's Confusion
- Dust of Eris' Breath
- Dust of Eros' Kiss
- Dust of the Devil's Sight
- Dust of Robigus' Caress
- Dust of the Consumed's Revenge
- Dust of Amphion's Lyre
- Dust of Phobos' Touch
- Dust of The Grave's Deathly Grasp
- Dust of Deimos' Anger
- Dust of Morpheus' Shroud
- Dust of The Ibex's Curse

## Essences

Essences are substances that form the basis of all great works of Alchemy. They are created by subjecting metals or elements to minute doses of Universal Solvent under strict laboratory conditions. The Universal Solvent dissolves the material, which is then repeatedly sublimated for purification and concentration. During this procedure the alchemist must become mentally attuned to the substance's nature and focus his will on removing all but the purest, most basic essence of that nature. When this is done, the alchemist will be left with only the Mercury of the desired material.

Materials: 12 ounces of the desired metal or element, 1 dose of Universal Solvent diluted with 24 fluid ounces of clear water (*)

Procedures: Mixing, subjecting to the alchemist's fire in an alembic, sublimation

After the minimum time has elapsed for making the essence (determined by lab total), the alchemist must check for success - creating essences is no easy thing. Success is determined by a simple die - if the result is 9 or 10, the essence has formed. If this process has not been successful, the alchemist can check again once per season for upto four seasons in total, with the chance of success increasing by 1 each check (i.e. need an 8+ second time, a 7+ third time and a 6+ finally). If all of these rolls fail, then the experiment must be scrapped and started again. Note that an alchemist may continue with other work during this time. The chance of explosion goes up by one for these checks (not cumulative) and must be rolled each time.

Alchemists who have mastered this skill are recognised as master alchemists and will begin to attact apprentices from the Guild who wish to learn the trade.

(*) Diluting Universal Solvent is a tricky business. The two component solvents must be added dropwise into separate batches of water, and then these must be mixed dropwise with each other. Make a Dex+Mixing roll against an EF of 12 for this process, then immediately roll for an explosion, modified by the mixing roll as normal, and the alchemist's Dexterity (Modifier for explosion same as Essences, +10). If an explosion results, the Universal Solvent has formed before dilution has been achieved, and a substantial amount of the alchemist's lab may be destroyed - resolve as if full-strength Universal Solvent had been released into the lab. Diluted Universal Solvent is expensive on glassware - it corrodes slowly, and so vessels containing it must be replaced every day.

Types of Essences

- Essential Earths
  This essence, which is created from rare earths, yields 1 ounce (16 drams) of multicoloured crystal. Using the standard process for creating concoctions with 2 drams of essential earths as the active ingredient, the alchemist can prepare an Elixir of Elemental Power. If the alchemist drinks one of these elixirs each week for eight weeks, he will have a 3/10 chance of permanently acquiring one of the four elemental powers listed below. Alchemists may only acquire one such power in their lifetimes, so they should consider the choices very carefully before starting the process. The choice is made by what additional ingredients are added to the first Elixir made. All of these powers include the ability to converse with spirits of the appropriate element, and gain a +3 bonus to social skills when dealing with creatures dominated by the appropriate element.
  The four elemental powers are:
  - Elemental Air
    The power of the winds. Outdoors, can glide for about 4 hours a day at 3x normal walking speed, so long as there is the slightest breeze. Indoors, or where there is no breeze, speed is 2x walking speed. When crossing an element other than earth (eg. Over the sea), speed is the same as walking speed. Cannot use this power underground. Can only carry what one normally could. Also considered to have a soak of +15 against falling, or lightning, etc. (additional to Stm, armour or other protection)
  - Elemental Earth
    The power of the rocks. As long as both feet/footwear are in contact with the ground, or stone (such as a stone floor), strength is raised to +6, and can never be knocked off one's feet.
  - Elemental Fire
    The power of the flames. Can raise body temperature so dramatically that flammable materials (including clothing) will ignite at a touch. Any metal weapons held do an extra 50% damage bonus. While in this state (which takes 2 rounds to reach) immune to fire, and have a +7 soak to fire damage normally. Suffer severely in cold weather (always Tired during the winter)
  - Elemental Water
    The power of the waves. Can breathe water as easily as air, and can swim as fast as a shark. Can walk across water at normal walking speed. Immune to the effects of cold (natural and magical)
- Essential Lodestone
  Creates forcefield
- Essential Tin
  Gives Dominion over Man
- True Copper
  Makes things supernaturally tough
- True Gold
  Gain the power of light and great health
- True Silver
  Used to create a weapon against evil
- True Iron
  Makes things supernaturally sharp
- True Lead
  A powerful ward against Supernature
- True Platinum
  Gives an object magical powers
- Variable Mercury
  Converts lead into silver
- Waters of Sulphur
  A panacea for all ills